Studio Axioms
Cross-product axiom systems for Round Online — visual design, marketing, operations, and story craft.
These axioms apply across every Round Online project, regardless of medium. They define the studio itself — how we look, how we communicate, how we run, and how we write — independent of any single game or piece of software.
How they relate
Visual design defines the look and feel that survives across games. Marketing names the principles we apply to launches and outreach. Studio operations is the working rhythm — built on the Three Cycle base (daily ATOM · weekly compound · monthly milestone). Story craft is the general writing principle, not bound to any one collection.
Systems
| System | Range | Version | Status |
|---|---|---|---|
| Visual design | V1–V? | working | in progress |
| Marketing | M1–M? | working | derived during 3Chess launch |
| Studio operations | S1–S? | working | Three Cycle base |
| Story craft | general | working | in progress |
Studio axioms are derived as we go — most are not yet locked. They will solidify across the first few launches.
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Visual design
The visual axioms that hold across every Round Online project — typography, colour, spacing, restraint.
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Marketing
Studio-level marketing axioms — how Round Online launches, talks about its work, and compounds quietly.
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Studio operations
How Round Online runs day to day — the Three Cycle base, working rhythm, and what stays consistent across launches.
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Story craft
General axioms for writing at Round Online — register, restraint, what fiction can do that a game can't, and the inverse.